Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

8trees

32
Posts
1
Followers
A member registered Jun 13, 2024 · View creator page →

Creator of

Recent community posts

oh you little beep.

I got baited.

the biboo asset didn't load for me, so I was stupidly shooting all the pebbles instead of the black rectangle in the middle of the screen. (firefox on linux).

Good attempt at boss rush doomlikes and mococo slowly approaching you. Good art and writing as well.

Though penalty for not adding a double barrel.

nice job. Lots of secrets around, I didnt even get to see irys.

I really like your idea of holomem messing around with the game and giving rewards or punishment if you failed their quest.

very comfy game. good job on finishing it.

well done.  The game is a bit too hectic for me due to the time limit.

good job. A better pacing and more attack/enemy variants and it'll get there.

I would recommend less percentage based upgrade though. Something like double/bigger projectile will have a lot more oopmh.

good job.

to my shame I'm shit at bullet hell. looking forward to easy mode if you continue it.

thats a good fun twist on a platformer. Lovely art and writing as well. Good job.

The only issue I encountered is sometimes the block cant be selected, so I have to click it twice or more. Not sure if its a visual glitch or just me being impatient.

I'll try again for the no death playthrough.

nicely implemented. The biboo collision maybe more generous than I thought.

good effort. Its a bit too.. floaty? if you move at full speed at an incline you gain a decent amount of air time.

its a bit unwieldy, but you could still make a full platformer with these mechanics.

alright, cute

(1 edit)

good job on the art.

I would recommend using wasd/arrow keys to "navigate" through the kitchen. Saving the mouse clicks only for gameplay objects (ingredients, customers, etc.).

good multi tasking game. Its a bit frustrating at first because two mistakes in succession would be enough to end the run.

definitely a good concept. More in line with puzzles than tactics. At some point I was even doing maths like in Into The Breach.

I think you manage to combine the gigi murin aesthetics well with the game, very grem! Its chaotic and frenetic (not really but I feel like you almost get there.)

the other already said about mechanics and level designs so I'm just gonna add that getting it right require time and continuous adjustment.

very good. The art design, music, and effects really complement each other.  I'm terrible at this sort of game but I see some good foundation here. Well done!

After reading here, apparently I have done some of the endings? I'm not sure how to be honest, nor did I notice the multiple ending the first around. I'll try it again when I dont have to destroy my laptop keyboard.

very good. I'm terrible  at this sort of game but I see some good foundation here.

After reading here, apparently I have done some of the endings? I'm not sure how to be honest, nor did I notice the multiple ending the first around.

a very good twist on survivors game. The game loop is solid, my only complaint would be the ui gets in the way of the game sometimes.

the top health(?) bar is big enough to cover a part of the screen and some enemy have projectiles or move fast enough to surprise you. and the spells at the bottom kind of force you to focus up and down repeatedly. It would probably be easier if all the important UI information is located in one place.

it only happened once so I'm not sure what the trigger is.

After losing, I respawned back at the beginning of the level and the time was already in the negative. No control at all.

thanks for the suggestions. I tried doing the project only on tablet but gave up the last few days (well the real reason is i'm just lazy).

I'll definitely continue it but it'll have to wait until I learn how to properly work with the engine. Its simple and easy but its a bit frustrating and finicky to use compared to general ones like godot.

yeah there is a name tag but for added clarity you can put the "player Ina's" nametag on the right and other Ina on the left.

unless ofcourse the confusion is part of the design.

good art and animations! Definitely begging for a variety of mini games and some kind of "annoying" distractions like in the Agreee game holomem streams recently.

some sounds and screen effects will add a lot of satisfaction/game feel after nailing a task.

good entry. Its a simple number-go-up game so you dont need much but you still need to keep it tight.

I dont think the inventory serve a purpose? Not sure if I can check maximum inventory until after I failed taking an ore.

very promising demo, even with the bug. The art is good and  mechanic fits the theme. I'm not big on the genre but every piece fits nicely to make something more intriguing. Its a very good slice of what the game could be. Good job!

Now a few tech issues (played on a firefox 146 on linux):

  • as with others, the freezing bug. It does happen a lot more often when picking up the wrench but it happened to me when picking up bottle and broom as well. The bug might be more general than it seems. (it usually freezes 1-2 seconds after picking an object for me)
  • Game objects not appearing on the second instance of the game, only the background is rendered. Fixed it by resizing the window. (This is probably only happens on i3 Window Manager, so not on you. i3 automatically resize any new window on the screen which is not a thing in windows or most linux WM.)
  • the vn section with multiple Ina is a bit confusing. I think the "player" talks when the Ina on the screen fades a bit? unless I got it backwards.

very promising demo, even with the bug. The art is good and  mechanic fits the theme. I'm not big on the genre but every piece fits nicely to make something more intriguing. Its a very good slice of what the game could be. Good job!

Now a few tech issues (played on a firefox 146 on linux):

  • as with others, the freezing bug. It does happen a lot more often when picking up the wrench but it happened to me when picking up bottle and broom as well. The bug might be more general than it seems. (it usually freezes 1-2 seconds after picking an object for me)
  • Game objects not appearing on the second instance of the game, only the background is rendered. Fixed it by resizing the window. (This is probably only happens on i3 Window Manager, so not on you. i3 automatically resize any new window on the screen which is not a thing in windows or most linux WM.)
  • the vn section with multiple Ina is a bit confusing. I think the "player" talks when the Ina on the screen fades a bit? unless I got it backwards.

hey this is pretty fun. Seems like its begging for a reload mechanic like in gears of war.  You can add a little tween for boss attack cues or maybe some screen shakes to juice up the game without adding too much work.

one of my playthrough kind of bugged out after fighting shiori. It went to 00:-1.98 and have to reload the page.

Have been looking forward to play this one since I saw it. Good soulslike boss experience though I obviously gonna complain about the tracking a few times. Well done!

simple and nice, the corruption is subtle I wouldn't have notice it if you didn't mention it down here.

pretty good. Fits the corruption theme nicely. Another bit of challenge probably adding a way for others to corrupt your followers.

Nice. The only thing I could wished is there probably isn't any collision in the conveyor belt? or I may not play it long enough to notice it. I very much adore a Factorio/Mindustry -lite.

Okay that was pretty neat. Obviously some of the boss need a second phase. We need Biboo to harden.

Okay, I'm glad I can at least free Korone twice so I know it's not a fluke.